Next-generation Game Techniques in XSI

Easily learn game development techniques and how to implement the powerful features of XSI for next-generation game development with over 3.5 hours of project-driven training. Software required: XSI 5.1.1 Foundation, C++ Compiler. XSI Essentials and higher is recommended for several lessons.
Course info
Level
Intermediate
Updated
Aug 23, 2006
Duration
3h 44m
Table of contents
Description
Course info
Level
Intermediate
Updated
Aug 23, 2006
Duration
3h 44m
Description

Easily learn game development techniques and how to implement the powerful features of XSI for next-generation game development with over 3.5 hours of project-driven training. Perfect for beginning and intermediate artists. Popular highlights include: Normal Maps; Occlusion Maps; Depth Maps; UV Layout; Implementing Ultimapper; Painting Textures in Photoshop; Baking Indirect Lighting and Shadows into Texture Maps; Game-Friendly Animation Rigs; Adjusting Envelope Weights; Walk Cycle Animation; Exporting Game Assets to OGRE; C++ Programming; Real-time Normal Mapping; Real-time Parallax Mapping; Polygon Reduction Tool, and more. Software required: XSI 5.1.1 Foundation, C++ Compiler. XSI Essentials and higher is recommended for several lessons.

About the author
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Hello and welcome to this digital tuners training kit on next generation gaming techniques with excess. I My name's Kyle Green, and I'm gonna be taking you through the first half of this training kit and which will be exploring excess I as a tool for taking things like our high resolution models and being able to transfer that kind of data and that high resolution imagery down to a low resolution, game ready model. And we'll take a look specifically at how we can use normal maps from that high resolution character that have been transferred using exercise, tremendous multi mapper capabilities. So we'll take a look at how we can use those normal maps and actually be able to preview that normal map on our low resolution models. So using things like open Geo previews to see exactly what this normal map will look like once it's been applying to our character. Now, once we have a good idea of how this detail is gonna be applied to our low resolution game, character will take a look at how we can go into photo shop and also use photoshopping combinations with excess. I to be able to see exactly what all this information looks like on our low resolution game character. So textures being ableto bake the ambient lighting onto your textures themselves, taking a look at what these look like with the normal maps applied to them all while staying within excess I. So we'll also take you through the texture painting process in photo shop. So how we can take these maps have been generated in excess. I and then use Photoshopped, a little paint, ah, texture, detail and facial detail and really bring a lot of color and life to this character. Now, from here, we'll go back to excess I and take a look at how we can actually create a walk cycle animation for this character. And not only that, but how we can take that walk cycle and then bring that perfectly into our final game engine, at which points Mr Sunder Ira will be taking over for the second half of this training kit and walking you through how we can get this model from excess I into the ogre open source game engine. So we'll build step by step over exactly how we can take this model into the okra game engine and really just completely build this game engine up to display everything that we need or in some cases, anything that we don't need and then finally will get into using ogre for creating things like parallax mapping and normal mapping to be able to be viewed in real time inside your game engine. So we've got a lot to cover in the course of the next few hours, so let's go ahead and get started.